
The fancier your kills, the faster you fill the checkpoint meter. Button mashing is discouraged while kicking shadowy monsters into saws, pits and spikes is rewarded, thanks to a unique system that lets you earn and place your own checkpoints through stylish kills. At the core of its fighting system is a simple one-button combat scheme with surprising depth and versatility. Rendered in a distinct visual style that blends pixel art with paper and ink textures, They Bleed Pixels is a singular mix of intense platforming and fierce beat-em-up action. Since today is the birthday of the biggest Roronoa Zoro fan that I know, here’s a new enemy 100% original and that has nothing to do with that character (please don’t sue me):Īnd I know that crabs aren’t fish but I have a good reason to have crabs as enemies in a game about fishes: I like drawing crabs.They Bleed Pixels is a fiendishly difficult action platformer inspired by H.P. Now the game is ready for that.Īlso, I lied, I made some new content. Now only interactive objects (enemies and items mainly) have black outlines, like in a cartoon! It’s also very likely that’ll need to use 3D models for something interactive, maybe a boss even. Not because the black outlines were ugly but because I want consistency. They used to be all black, now they’re a stronger color of their model. I also don’t have the money to hire someone to make that for me so I ended up making some temporary sprites using an art-style that I’m used to and well, people seem to like it and I’m liking it so why not? I’m still trying to keep the polygon count low on the maps, but I decided to embrace the cartoony look and upped the resolution of my sprites so they would look a little cleaner.Īlso changed the outlines that all the 3D parts of the game have. Since the game is supposed to be a lot like old 90s FPS, originally I wanted it to have pixel-art sprites but I don’t have the patience or the skill to make pixel-art. Fixed a lot of bugs, made some optimizations in the code, tweeked the difficulty and polished the art. January was spent fixing what I already had. Why friday? Because friday is fish day! At least in Brazil it is… I did a quick search and found out that there is a #fishfriday hashtag on twitter, so maybe it’s a global thing.Īnyway, this is going to be just a status update.
#THEY BLEED PIXELS OST UPDATE#
I wanted to update this every friday, let’s see if I can keep this up. But unlike other games, you can get armor from the enemies you kill. You can save anywhere you want but it costs you armor, so you have to decide if you want to save or to keep your protection. A save system inspired by the ones in Ori & The Blind Forest and They Bleed Pixels. A hookshot that can be used for movement, but also to fight enemies and solve puzzles.

Don't expect something serious out of this. I'm still working out the details but he can also go back in time because of reasons.

You are the "Pescador", the hero of the resistence, a strong and shirtless fisherman with a misterious past and a hook for his right hand. The game takes place in a small generic caribean island that was invaded by fishmen pirates and are now in control.
#THEY BLEED PIXELS OST FULL#
The reason is that I want a more retro look but I want to be able to have a full 3D environment and explore more verticality. I'm using Unreal Engine 4 with 2D sprites like DOOM, but a 3D world like in Quake.

Like those games, it's fast and full of action but it also encourages a good amount of exploration with secrets and backtracking, something I think is missing on most games of the genre nowadays. So, this is an FPS inspired by early 90's classics like DOOM, Quake and Duke Nukem 3D.
